Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Wearing it down is for sure the best strategy i've come up with too, since it can only carry so many decoys. If this game allowed "pvp" fights, that's where i imagine the onboard drone would assist, as it can intercept missiles before they intercept the actual ship.
Using a drone that carries a similar railgun also works, but that's probably only something a larger and costlier ship would carry.
I am intrigued by your railgun, can you achieve these velocities only with payloads? Do you know why? I am trying to make a regular projectile one but it won't even get close in a similar footprint.
The bingo avoider is there to prevent the missiles from dying from being out of delta-v.
In aviation, being "bingo" means that you are almost out of fuel.
I'll see if i can improve on some of the areas mentioned. I hadn't tested this much against drone swarms, or the missiles against PDs. I'm not sure if the railgun drone issue can be remedied though, as they're just generally very strong against manned ships.
The MPDT is always a good idea, but i put it off in this case because i fear the AI would attempt to power it in combat instead of weapons. Not sure if that's actually the case.
Edit: read these backwards, steam limits you to 1000 char comments lmao